From 8199dab7487152ca84f74dcdef4545c009012390 Mon Sep 17 00:00:00 2001 From: don Date: Sun, 29 Mar 2026 17:24:35 -0400 Subject: [PATCH] Complete Neon Sprawl rename and server project defaults. Remove legacy vision plan filename; epics already reference neon_sprawl_vision.plan.md. Add launchSettings and appsettings for NeonSprawl.Server. Made-with: Cursor --- cyberpunk_mmo_vision_86a57ef3.plan.md | 789 ------------------ .../epics/epic_01_core_player_runtime.md | 2 +- .../epics/epic_02_classless_progression.md | 2 +- .../epics/epic_03_crafting_economy.md | 2 +- .../epics/epic_04_world_topology.md | 2 +- .../decomposition/epics/epic_05_pve_combat.md | 2 +- .../epics/epic_06_pvp_security.md | 2 +- .../epics/epic_07_quest_faction.md | 2 +- .../epics/epic_08_social_guild.md | 2 +- .../epics/epic_09_liveops_integrity.md | 2 +- .../Properties/launchSettings.json | 29 + .../appsettings.Development.json | 8 + server/NeonSprawl.Server/appsettings.json | 9 + 13 files changed, 55 insertions(+), 798 deletions(-) delete mode 100644 cyberpunk_mmo_vision_86a57ef3.plan.md create mode 100644 server/NeonSprawl.Server/Properties/launchSettings.json create mode 100644 server/NeonSprawl.Server/appsettings.Development.json create mode 100644 server/NeonSprawl.Server/appsettings.json diff --git a/cyberpunk_mmo_vision_86a57ef3.plan.md b/cyberpunk_mmo_vision_86a57ef3.plan.md deleted file mode 100644 index bd753a8..0000000 --- a/cyberpunk_mmo_vision_86a57ef3.plan.md +++ /dev/null @@ -1,789 +0,0 @@ ---- -name: Cyberpunk MMO Vision -overview: Create a 50,000-foot planning document for a sci-fi/cyberpunk MMORPG inspired by RuneScape, focused on classless progression and deep crafting, with optional PvP and questing. -todos: - - id: lock-critical-decisions - content: Combat model and world topology are locked; remaining decision is progression pace. - status: completed - - id: define-core-epics - content: Split the vision into 6-10 product epics with ownership and success criteria. - status: completed - - id: prototype-core-loop - content: Design and scope a prototype proving movement, combat, skill gain, crafting, and quest loops. - status: completed - - id: plan-preproduction - content: Define pre-production deliverables for architecture, tools, and vertical slice quality bar. - status: completed - - id: establish-metrics - content: Set top-level KPIs and telemetry requirements for testing and live operations. - status: completed -isProject: false ---- - -# Cyberpunk MMORPG 50,000-Foot Plan - -## Vision and Product Intent - -Build a long-lived online world that captures the freedom and progression depth of RuneScape while delivering a distinct sci-fi/cyberpunk identity. The core player fantasy is to start as a low-tier citizen of a mega-city ecosystem and grow into a high-impact operator through any combination of skills, professions, social play, and questlines. - -## Delivery Model Constraint (Locked) - -- **Team model (locked):** Solo developer with AI assistant support; all roadmap, scope, and technical decisions must be feasible for one human operator. -- **Execution principle:** Prefer smallest shippable slices, heavy reuse of data-driven systems, and ruthless deferral of non-core features. - -### Experience Pillars - -- **Classless mastery:** Every character can learn and level every skill over time; identity comes from choices, gear, economy role, and mastery paths. -- **Crafting-first economy:** Crafting and gathering are central progression loops, not side systems; player-made goods should matter at every stage. -- **Persistent social world:** Shared hubs, guilds/corps, trading, and cooperative activities should be core to retention. -- **Meaningful progression:** Long-term goals, visible advancement, and layered progression loops (short, mid, long horizons). -- **Quest-driven worldbuilding:** Narrative arcs reveal factions, districts, corporate politics, and world-state tensions. -- **Readable tactical presentation:** 3D world rendered through a fixed, character-centered isometric camera for clarity and consistency. -- **PvE-first with optional PvP:** PvP exists as opt-in content in designated security zones, never as a mandatory progression gate. - -## Big Product Scope (What Must Exist) - -- **World foundation:** Persistent zones, cities, wilderness/industrial sectors, instanced content where needed. -- **Core MMO loops:** Movement, interaction, combat (PvE mandatory; PvP optional), loot, death/penalty rules. -- **Skill system:** Multi-skill progression covering gathering, processing, crafting, combat, exploration, utility/social. -- **Crafting ecosystem:** Resource acquisition, recipes/blueprints, quality tiers, item sinks, repair/decay, specialization edges. -- **Economy and trade:** Currency strategy, NPC sinks/faucets, player marketplace/trading, anti-inflation tools. -- **Questing framework:** Main arcs, faction missions, repeatable jobs, dynamic contracts, tutorial onboarding quests. -- **Social systems:** Chat, groups, guild/corp structures, friends, cooperative content. -- **Live operations:** Events, seasonal arcs, balancing cadence, telemetry, moderation, support workflows. -- **Camera and controls model:** Locked isometric 3D view, zoom support, no camera rotation, and continuous character-centering. -- **Security-zone ruleset:** Clear high/medium/low-security area rules that define where PvP is allowed, restricted, or disallowed. - -## Design Decisions to Lock Early (Critical Unknowns) - -These decisions heavily affect architecture and content pipelines and should be resolved before deep production: - -- **Camera model (locked):** 3D fixed isometric view, zoom in/out enabled, no rotation, camera always centered on the player character. -- **Combat model (locked):** Tab-target tactical combat (RuneScape-like readability and pacing) with clear telegraphs and ability timing. -- **PvP policy (locked):** PvE-first, opt-in PvP via security-level zones; no player is required to PvP for core progression. -- **World topology (locked):** Mostly seamless open world with regional zoning and minimal/surgical instancing where strictly needed. -- **Economy strictness:** Player-driven with limited NPC intervention vs more curated economy. -- **Progression velocity:** Slow-burn old-school pacing vs modernized pacing with catch-up systems. -- **Death and loss model:** Cosmetic penalties, durability loss, resource drop, or gear risk. - -## Gameplay Architecture (Macro) - -### 1) Player Progression Architecture - -- **Horizontal + vertical progression:** Skills level up; mastery unlocks efficiency, recipes, perks, and advanced content access. -- **Soft identity without classes:** Loadouts, implants, cyberware, weapon proficiencies, and crafted gear create build expression. -- **Progression safeguards:** Diminishing returns, training bottlenecks, and sink systems to preserve long-term goals. - -### 2) Crafting and Economy Architecture - -- **Resource ladder:** Raw materials -> refined components -> advanced modules -> high-end gear/consumables. -- **Crafting depth:** Quality rolls, optional minigames/process control, blueprint rarity, experimental modifiers. -- **Market health controls:** Crafting demand via item decay/upkeep, consumable usage, quest contracts, upgrade loops. -- **Role interdependence:** No single skill line should be fully self-sufficient at endgame efficiency. - -### 3) Quest and Content Architecture - -- **Narrative layers:** Main storyline, faction arcs, district stories, profession questlines. -- **Systemic contracts:** Procedural or semi-procedural missions to supply endless midgame activities. -- **Progression-linked content:** Quests unlock areas, facilities, blueprints, and social reputation paths. - -### 4) Combat and Encounter Architecture - -- **PvE baseline:** Solo, duo/squad, and group-scale activities with variable challenge and rewards. -- **Tab-target foundation:** Readable targeting, cooldown/resource management, and positioning decisions over twitch-heavy execution. -- **Boss/raid-lite loops:** Repeatable high-value encounters feeding economy and social engagement. -- **PvP zone architecture:** PvP enabled only in defined low-security spaces and specific opt-in contexts. -- **Progression parity rule:** PvP-exclusive rewards must have a PvE and/or crafting path to equivalent or near-equivalent power. -- **Horizontal PvP rewards:** PvP can grant unique cosmetics, variants, sidegrades, titles, and utility flavor without hard power lockout. -- **Isometric combat readability:** Telegraphs, hit feedback, verticality handling, and target visibility designed for fixed-angle play. - -### 6) PvP Governance and Fairness Architecture - -- **Security levels:** High-security (no PvP), contested/security-transition zones (limited PvP conditions), low-security (open PvP rules). -- **Consent clarity:** Strong UI/state signaling when entering PvP-enabled areas and clear loss/risk expectations. -- **Non-mandatory progression:** Main questing, skill advancement, and key gear tiers remain fully obtainable via PvE/crafting. -- **Reward equivalency policy:** If PvP has an exclusive item archetype, provide PvE/crafting alternatives with comparable functional value. -- **Abuse controls:** Anti-griefing protections, spawn safety, and guardrails for low-level/new-player experiences. - -### 5) Social and Community Architecture - -- **Guild/Corp systems:** Shared progression goals, facilities, contracts, and territory/economic objectives. -- **Community retention:** Events, cooperative milestones, social rewards, mentorship/new-player integration. -- **Trust/safety:** Anti-toxicity systems, moderation workflows, reporting, and escalation. - -## Technical and Production Architecture (Macro) - -### Tech stack (baseline — prototype / early pre-production) - -**Decision record:** [`docs/architecture/tech_stack.md`](docs/architecture/tech_stack.md) - -- **Client:** Godot 4.x — isometric 3D presentation, intents to server, no client-authoritative economy or combat outcomes. -- **Game server:** **C# / .NET 8** (ASP.NET Core)—authoritative simulation, PostgreSQL, Protobuf (JSON acceptable for earliest spike). Locked: operator primary language for backend. -- **Content:** JSON/YAML + schema validation in CI; shared definitions drive skills, items, recipes, quests. -- **Plan B:** Unity client if the art pipeline warrants it; **server remains C#** for continuity. - -### Platform and Engine (constraints) - -- Networking and toolchain must stay feasible for solo operation; prefer boring, debuggable server tech. -- Prioritize deterministic-ish server authority and robust backend observability from day one. -- Ensure rendering/input/camera stack supports fixed isometric projection, zoom tiers, occlusion handling, and always-centered follow behavior. - -### Backend/Core Services - -- **Account and identity** -- **Character and progression state** -- **Inventory and itemization** -- **Economy/marketplace** -- **Quest/state machines** -- **Social/guild/chat** -- **Analytics and live-ops controls** -- **World streaming and shard orchestration** (support large persistent regions with controlled handoffs) - -### Content Pipeline - -- Data-driven systems for skills, items, recipes, quests, NPCs, and encounter tuning. -- Authoring tools for designers/writers to ship safely without deep engineering dependency. -- Validation and balancing pipeline to catch broken recipes/economy exploits before release. - -### Security and Integrity - -- Server-authoritative critical actions (progression, trades, combat outcomes). -- Anti-cheat, anti-bot, fraud detection, and exploit response processes. - -## Development Roadmap at 50,000 Feet - -### Phase 0 - Vision Alignment and Risk Burn-down - -- Lock pillars, target audience, and design constraints. -- Resolve remaining critical unknown (progression velocity), with camera/PvP/combat/topology fixed. -- Build paper economy and progression models. -- Define success metrics for prototype and pre-production. - -### Phase 1 - Prototype (Prove the Core Fun) - -- Deliver a playable vertical prototype proving: - - Movement + interaction in shared space - - Locked isometric camera behavior (center-follow, zoom ranges, no rotation) - - Security-zone PvP rules (high-sec safe zone vs low-sec opt-in combat zone) - - Basic combat loop - - Skill gain loop - - Gather -> craft -> use/sell loop - - Minimal quest loop -- Run small closed tests focused on “is this actually fun and sticky?”. - -## Prototype Scope Definition (Todo 3 Output) - -### Prototype Objective - -Prove that the core gameplay loop is fun, readable, and repeatable in a controlled slice before broad world/content expansion. - -### Prototype Build Target - -- **Single contained test region:** One compact district with a safe hub, nearby PvE combat pocket, and a low-security edge zone. -- **Playable session length:** 30-60 minute loop where players can complete a full gather -> craft -> combat -> reward cycle. -- **Concurrent users target:** Small-scale multiplayer validation (e.g., internal team and invited external cohort), not production load. - -### In-Scope Features (Must Have) - -- **Movement and camera:** Locked isometric camera, follow-center behavior, zoom bands, and occlusion handling. -- **Combat MVP (tab-target):** Target selection, basic auto/basic attack flow, 4-6 starter abilities, cooldown/resource model, enemy telegraphs. -- **Skill gain loop:** At least 3 skills represented (one gathering, one crafting, one combat) with visible XP gain and level-up feedback. -- **Crafting loop:** Gather node -> refine component -> craft usable item (weapon, armor piece, or consumable) with material costs. -- **Quest loop:** 3-5 onboarding quests plus one chain quest that requires gathering/crafting/combat in sequence. -- **PvP rules MVP:** High-security no-PvP hub and low-security opt-in zone with clear UI signaling and no progression-gated rewards. -- **Reward parity example:** One PvP-oriented sidegrade with a PvE or crafting equivalent of similar functional power. - -### Out-of-Scope Features (Explicitly Deferred) - -- Full zone streaming across multiple regions. -- Advanced guild systems, player housing, large-scale market depth, and endgame raids. -- Full narrative arc breadth and extensive faction branching. -- Launch-grade anti-cheat and complete live-ops tooling depth. - -### Prototype Content Minimums - -- **Enemies:** 3 archetypes (melee pressure, ranged control, elite mini-boss). -- **Resources:** 4-6 node types with tiered outputs. -- **Recipes:** 8-12 starter recipes across gear and consumables. -- **Quests:** 5-8 total quests, including one integrated multi-system questline. - -### Pass/Fail Gates (Go/No-Go) - -- **Core fun gate:** Majority of test players complete at least two full loop cycles voluntarily in one session. -- **Readability gate:** Players understand combat telegraphs, target state, and zone PvP status without external coaching. -- **Progression gate:** Players clearly perceive skill advancement and short-term goals within first 15 minutes. -- **Crafting relevance gate:** Crafted items are used in combat or quest completion at meaningful rates. -- **PvP optionality gate:** Non-PvP participants can complete all prototype progression goals with no material disadvantage. - -### Validation Metrics for Prototype - -- Session length and loop completions per player. -- Time-to-first-combat, time-to-first-craft, and time-to-first-level-up. -- Quest completion funnel and early churn points. -- PvP zone entry rate, opt-out behavior, and parity satisfaction sentiment. - -### Exit Criteria to Pre-Production - -- Prototype passes at least 4 of 5 go/no-go gates across two consecutive test rounds. -- Highest-impact usability/combat/crafting issues triaged with clear follow-up owners. -- Confirmed recommendation on progression pace direction (remaining unresolved decision). - -### Phase 2 - Pre-Production (Build the Machine) - -- Establish final technical architecture, tools, and standards. -- Implement foundational backend services and data schemas. -- Build scalable content pipelines for quests, items, and skills. -- Produce a polished vertical slice with representative quality. - -## Pre-Production Deliverables (Todo 4 Output) - -### Objective - -Transform the validated prototype into a scalable production-ready development machine across engineering, design, content, and operations. - -### Workstreams and Deliverables - -#### 1) Engineering Architecture and Platform - -- **Engine/runtime baseline:** Frozen engine version, performance budgets, networking model constraints, and build targets. -- **Service architecture:** Character/progression, inventory/itemization, economy, quest state, social/chat, telemetry services with interface contracts. -- **World services:** Regional zoning, handoff strategy, shard policy, and failover/recovery behavior definitions. -- **Dev infrastructure:** CI pipelines, automated build verification, environment promotion flow (dev/stage/test), and release branch policy. - -#### 2) Gameplay Systems and Data Contracts - -- **Combat specs:** Final tab-target rules, stat formulas, ability schema, threat/aggro model, and encounter tuning framework. -- **Progression specs:** Skill XP curves, unlock dependencies, pacing knobs, catch-up policy stance, and level band definitions. -- **Economy specs:** Currency faucets/sinks, crafting input/output ratios, durability/consumption sinks, and parity constraints (PvP vs PvE/crafting). -- **PvP zone specs:** Security tier rules, opt-in boundaries, penalties/loss model, anti-griefing safeguards, and reward-sidegrade policy. - -#### 3) Content Pipeline and Authoring Tools - -- **Schema standards:** Versioned data schemas for items, skills, recipes, quests, NPCs, and loot tables. -- **Authoring workflow:** Designer-facing tools/templates for quest scripting, encounter setup, item/recipe creation, and validation. -- **Quality gates:** Lint/validation for broken references, invalid progression locks, economy outliers, and reward parity violations. -- **Content throughput targets:** Expected per-sprint output capacity for quests, recipes, and encounters to sustain production velocity. - -#### 4) Vertical Slice Quality Bar - -- **Slice composition:** One district-quality slice with representative art style, final-ish UX standards, quest chain, combat encounters, and crafting progression. -- **Performance bar:** Stable frame-rate target and acceptable latency envelope under expected slice concurrency. -- **User experience bar:** Readable combat, understandable progression, clear PvP zone signaling, and smooth onboarding. -- **Polish bar:** Audio/UI feedback baseline, bug severity thresholds, and crash stability criteria. - -#### 5) Team Process and Governance - -- **Solo ownership model:** Single owner across design/engineering/content with AI-assisted implementation and documentation workflows. -- **Milestone cadence:** Lightweight weekly planning/review loop, monthly milestone gate, and explicit WIP limits to prevent context fragmentation. -- **Change control:** Strict backlog triage, decision log, and rule that new scope replaces existing scope (no additive expansion without cuts). -- **Automation-first workflow:** CI checks, test templates, codegen/helpers, and repeatable scripts to reduce manual operational load. - -### Stage Gates (Pre-Production Pass/Fail) - -- **Gate A - Architecture Readiness:** Core services/interfaces documented, reviewed, and implementation-ready. -- **Gate B - Pipeline Readiness:** Content tools and schema validation enable non-engineers to ship safe data changes. -- **Gate C - Vertical Slice Readiness:** Slice meets quality/performance/readability targets with no blocker-class issues. -- **Gate D - Production Readiness:** Solo-capacity plan, backlog structure, delivery cadence, and risk controls support sustained production. - -### Pre-Production Exit Criteria - -- All four stage gates pass in sequence with documented sign-off owners. -- Top 10 technical and design risks have mitigation plans and target dates. -- Production roadmap is decomposed into epic/module backlogs with solo-capacity assumptions. -- KPI instrumentation plan is approved and embedded in core systems before production scale-up. - -### Phase 3 - Production (Build the World) - -- Expand zones, skills, crafting tree, factions, and questlines. -- Iterate economy and progression with telemetry-driven tuning. -- Implement social systems, events, and endgame loops. -- Start staged external testing (alpha/beta cohorts). - -### Phase 4 - Launch Readiness and Live Ops - -- Harden infrastructure and operations runbooks. -- Finalize onboarding/new-player funnels. -- Complete monetization and trust/safety implementation. -- Launch with a clear 6-12 month live content roadmap. - -## Core Epic Map (Level 1) - -### Epic 1 - Core Player Runtime (Client Controls + Character Loop) - -- **Ownership focus:** Gameplay Engineering + Technical Design -- **Scope:** Isometric camera runtime, character movement, interaction framework, input/ability scaffolding, moment-to-moment game feel. -- **Success criteria:** Stable 3D isometric control loop feels responsive and readable across supported hardware tiers. - -### Epic 2 - Classless Skill and Progression Framework - -- **Ownership focus:** Systems Design + Gameplay Engineering -- **Scope:** Skill definitions, XP curves, unlock logic, mastery/perk unlocks, progression pacing controls. -- **Success criteria:** Any character can train all skills, and progression remains long-term without dead-end grinds. - -### Epic 3 - Crafting, Gathering, and Itemization Economy - -- **Ownership focus:** Economy Design + Content Engineering -- **Scope:** Resource nodes, refinement chains, recipes/blueprints, quality tiers, crafting sinks, item lifecycle. -- **Success criteria:** Crafting is a primary progression lane with healthy supply-demand loops and consistent item relevance. - -### Epic 4 - World Topology and Zone Infrastructure - -- **Ownership focus:** Online/Backend Engineering + World Design -- **Scope:** Seamless regional world structure, travel and handoff logic, selective instancing strategy, spawn/ecology systems. -- **Success criteria:** Mostly seamless open world runs reliably with predictable transitions and low-disruption handoffs. - -### Epic 5 - PvE Combat and Encounter Content - -- **Ownership focus:** Combat Design + Encounter Design -- **Scope:** Tab-target combat rules, enemy AI patterns, dungeons/events, boss loops, reward hooks. -- **Success criteria:** PvE combat delivers tactical depth, clear readability, and repeatable fun for solo and group play. - -### Epic 6 - PvP Security Zones and Fairness Rules - -- **Ownership focus:** Systems Design + Online Engineering + Trust/Safety -- **Scope:** High/contested/low-security rulesets, consent signaling, loss/risk models, anti-griefing systems. -- **Success criteria:** PvP is compelling for participants while remaining fully optional and non-blocking for progression. - -### Epic 7 - Questing, Narrative, and Faction Reputation - -- **Ownership focus:** Narrative Design + Quest Design + Tools -- **Scope:** Main arc, faction questlines, repeatable contracts, reputation states, unlock dependencies. -- **Success criteria:** Quest content provides clear progression direction, worldbuilding depth, and durable midgame engagement. - -### Epic 8 - Social, Guild/Corp, and Cooperative Features - -- **Ownership focus:** Social Systems + Online Services -- **Scope:** Party/group tools, guild/corp systems, chat and moderation hooks, cooperative objective systems. -- **Success criteria:** Players can easily form long-term social bonds and group structures that improve retention. - -### Epic 9 - LiveOps, Telemetry, and Game Integrity - -- **Ownership focus:** Live Operations + Data/Analytics + Security -- **Scope:** Metrics pipeline, tuning controls, event tooling, anti-cheat/anti-bot workflows, incident runbooks. -- **Success criteria:** Team can operate, balance, and protect the game continuously post-launch with fast feedback loops. - -## System Modules by Epic (Level 2) - -Module template: -- **Responsibility:** What this module owns. -- **Key contracts:** Core data/events/interfaces exposed. -- **Dependencies:** Upstream modules required before this module is effective. -- **Stage target:** Minimum phase where the module must exist. - -### Epic 1 Modules - Core Player Runtime - -- **E1.M1 InputAndMovementRuntime** - - Responsibility: Character locomotion, click-to-move/path-follow baseline, interaction trigger range checks. - - Key contracts: `MoveCommand`, `PositionState`, `InteractionRequest`. - - Dependencies: None. - - Stage target: Prototype. -- **E1.M2 IsometricCameraController** - - Responsibility: Locked isometric camera follow, zoom bands, occlusion handling, no-rotation enforcement. - - Key contracts: `CameraState`, `ZoomBandConfig`, `OcclusionPolicy`. - - Dependencies: E1.M1. - - Stage target: Prototype. -- **E1.M3 InteractionAndTargetingLayer** - - Responsibility: World object selection, target lock, focus swap rules, hover/highlight feedback. - - Key contracts: `TargetState`, `InteractableDescriptor`, `SelectionEvent`. - - Dependencies: E1.M1. - - Stage target: Prototype. -- **E1.M4 AbilityInputScaffold** - - Responsibility: Hotbar bindings, cooldown slot UI hooks, ability activation request path to combat systems. - - Key contracts: `AbilityCastRequest`, `HotbarLoadout`, `CooldownSnapshot`. - - Dependencies: E1.M3, E5.M1. - - Stage target: Prototype. - -### Epic 2 Modules - Classless Skill and Progression - -- **E2.M1 SkillDefinitionRegistry** - - Responsibility: Central catalog for skill metadata, category tags, unlock prerequisites. - - Key contracts: `SkillDef`, `SkillCategory`, `UnlockRequirement`. - - Dependencies: None. - - Stage target: Prototype. -- **E2.M2 XpAwardAndLevelEngine** - - Responsibility: XP award rules, level thresholds, level-up event generation. - - Key contracts: `XpGrantEvent`, `LevelCurve`, `LevelUpEvent`. - - Dependencies: E2.M1. - - Stage target: Prototype. -- **E2.M3 MasteryAndPerkUnlocks** - - Responsibility: Mastery tracks and perk unlock state for non-class build expression. - - Key contracts: `MasteryTrack`, `PerkUnlockEvent`, `PerkState`. - - Dependencies: E2.M2. - - Stage target: Pre-production. -- **E2.M4 ProgressionPacingControls** - - Responsibility: Tuning knobs for progression velocity and catch-up policy enforcement. - - Key contracts: `XpModifierProfile`, `CatchUpRule`, `PacingPolicy`. - - Dependencies: E2.M2, E9.M2. - - Stage target: Pre-production. - -### Epic 3 Modules - Crafting, Gathering, and Itemization Economy - -- **E3.M1 ResourceNodeAndGatherLoop** - - Responsibility: Node spawning, gather interaction, resource output events. - - Key contracts: `ResourceNodeDef`, `GatherResult`, `ResourceYieldTable`. - - Dependencies: E1.M3, E2.M2. - - Stage target: Prototype. -- **E3.M2 RefinementAndRecipeExecution** - - Responsibility: Raw-to-refined processing and recipe crafting execution pipeline. - - Key contracts: `RecipeDef`, `CraftRequest`, `CraftResult`. - - Dependencies: E3.M1, E3.M3. - - Stage target: Prototype. -- **E3.M3 ItemizationAndInventorySchema** - - Responsibility: Item definitions, rarity/quality fields, stackability and equipment metadata. - - Key contracts: `ItemDef`, `ItemInstance`, `InventorySlot`. - - Dependencies: None. - - Stage target: Prototype. -- **E3.M4 SinkAndDurabilityLifecycle** - - Responsibility: Item decay/consumption/repair sinks that sustain market demand. - - Key contracts: `DurabilityState`, `ItemSinkEvent`, `RepairCostRule`. - - Dependencies: E3.M3, E8.M3. - - Stage target: Pre-production. -- **E3.M5 EconomyBalancePolicy** - - Responsibility: Faucet/sink parameter set and guardrails for inflation/deflation. - - Key contracts: `EconomyPolicy`, `PriceBandRule`, `FaucetSinkRatio`. - - Dependencies: E3.M4, E9.M2. - - Stage target: Pre-production. - -### Epic 4 Modules - World Topology and Zone Infrastructure - -- **E4.M1 ZoneGraphAndTravelRules** - - Responsibility: Regional zone graph, transition links, movement and travel constraints. - - Key contracts: `ZoneDef`, `ZoneEdge`, `TravelRule`. - - Dependencies: None. - - Stage target: Prototype. -- **E4.M2 SpawnEcologyController** - - Responsibility: Resource and NPC spawn profiles per zone, respawn pacing, depletion recovery. - - Key contracts: `SpawnProfile`, `RespawnRule`, `ZoneEcologyState`. - - Dependencies: E4.M1, E3.M1, E5.M2. - - Stage target: Pre-production. -- **E4.M3 SeamlessHandoffAndRegionState** - - Responsibility: Cross-region handoff behavior and region authority ownership boundaries. - - Key contracts: `RegionHandoffEvent`, `RegionAuthority`, `TransferState`. - - Dependencies: E4.M1, backend world services. - - Stage target: Pre-production. -- **E4.M4 SecurityTierZoneFlags** - - Responsibility: High/contested/low-security tagging and client/server zone risk signaling. `E6.M1` reads `SecurityTier` and `ZonePolicyState` from here; Epic 4 does not depend on Epic 6 modules. - - Key contracts: `SecurityTier`, `ZonePolicyState`, `ZoneEntryWarning`. - - Dependencies: E4.M1. - - Stage target: Prototype. - -### Epic 5 Modules - PvE Combat and Encounter Content - -- **E5.M1 CombatRulesEngine** - - Responsibility: Tab-target combat state machine, hit resolution, cooldown/resource timing. - - Key contracts: `CombatAction`, `CombatResolution`, `ThreatState`. - - Dependencies: E1.M3, E2.M2. - - Stage target: Prototype. -- **E5.M2 NpcAiAndBehaviorProfiles** - - Responsibility: Enemy archetype behavior loops, aggro logic, telegraph scheduling. - - Key contracts: `NpcBehaviorDef`, `TelegraphEvent`, `AggroRule`. - - Dependencies: E5.M1. - - Stage target: Prototype. -- **E5.M3 EncounterAndRewardTables** - - Responsibility: Encounter setup templates, completion criteria, reward drop routing. - - Key contracts: `EncounterDef`, `RewardTable`, `EncounterCompleteEvent`. - - Dependencies: E5.M1, E3.M3, E7.M2. - - Stage target: Prototype. -- **E5.M4 GroupCombatScaling** - - Responsibility: Duo/squad scaling logic and anti-trivialization balancing hooks. - - Key contracts: `ScalingProfile`, `PartySizeModifier`, `CombatDifficultyBand`. - - Dependencies: E5.M3, E8.M1. - - Stage target: Pre-production. - -### Epic 6 Modules - PvP Security Zones and Fairness - -- **E6.M1 PvPEligibilityAndFlagState** - - Responsibility: PvP enablement logic by zone state and explicit opt-in context. - - Key contracts: `PvPFlagState`, `EligibilityRule`, `PvPStateChanged`. - - Dependencies: E4.M4. - - Stage target: Prototype. -- **E6.M2 ConsentAndRiskUxSignals** - - Responsibility: Entry warnings, in-zone risk UI, and clear state communication for PvP status. - - Key contracts: `RiskPrompt`, `ZoneRiskState`, `PvPIndicatorState`. - - Dependencies: E6.M1, E1.M2. - - Stage target: Prototype. -- **E6.M3 LossPenaltyAndAntiGriefRules** - - Responsibility: Death/loss rules in PvP contexts plus spawn protection and abuse mitigation. - - Key contracts: `PvPLossRule`, `SpawnProtectionState`, `GriefingStrike`. - - Dependencies: E6.M1, E9.M4. - - Stage target: Pre-production. -- **E6.M4 RewardParityEnforcer** - - Responsibility: Guarantee functional equivalents for PvP rewards through PvE/crafting paths. - - Key contracts: `RewardParityMap`, `EquivalentPowerBand`, `ParityViolationAlert`. - - Dependencies: E3.M2, E5.M3, E7.M2. - - Stage target: Prototype. - -### Epic 7 Modules - Questing, Narrative, and Faction Reputation - -- **E7.M1 QuestStateMachine** - - Responsibility: Quest start/step/complete state transitions and persistence. - - Key contracts: `QuestDef`, `QuestStepState`, `QuestStateTransition`. - - Dependencies: E3.M2, E5.M1. - - Stage target: Prototype. -- **E7.M2 RewardAndUnlockRouter** - - Responsibility: Route quest outputs to XP, items, unlocks, and reputation. - - Key contracts: `QuestRewardBundle`, `UnlockGrant`, `RewardDeliveryEvent`. - - Dependencies: E2.M2, E3.M3, E7.M1. - - Stage target: Prototype. -- **E7.M3 FactionReputationLedger** - - Responsibility: Track faction standing and gate faction-specific contracts/content. - - Key contracts: `FactionStanding`, `ReputationDelta`, `FactionGateRule`. - - Dependencies: E7.M1. - - Stage target: Pre-production. -- **E7.M4 ContractMissionGenerator** - - Responsibility: Semi-procedural repeatable contract generation with difficulty/reward bands. - - Key contracts: `ContractTemplate`, `ContractSeed`, `ContractOutcome`. - - Dependencies: E4.M1, E5.M3, E7.M3. - - Stage target: Pre-production. - -### Epic 8 Modules - Social, Guild/Corp, and Cooperative Features - -- **E8.M1 PartyAndMatchAssembly** - - Responsibility: Party creation/invite/ready-state flow for cooperative activities. - - Key contracts: `PartyState`, `InviteEvent`, `RolePreference`. - - Dependencies: E1.M3. - - Stage target: Pre-production. -- **E8.M2 GuildCorpProgressionState** - - Responsibility: Guild/corp membership, rank permissions, and shared progression tracks. - - Key contracts: `GuildState`, `GuildRolePolicy`, `GuildProgressionEvent`. - - Dependencies: E8.M1, E7.M3. - - Stage target: Production. -- **E8.M3 PlayerTradeAndMarketplace** - - Responsibility: Listing, trade, purchase, and settlement flows for player economy. - - Key contracts: `MarketListing`, `TradeOffer`, `SettlementEvent`. - - Dependencies: E3.M3, E3.M5. - - Stage target: Pre-production. -- **E8.M4 ChatModerationAndReporting** - - Responsibility: Channel chat, report pipeline, moderation action logs and escalation hooks. - - Key contracts: `ChatMessageEvent`, `PlayerReport`, `ModerationAction`. - - Dependencies: E9.M4. - - Stage target: Pre-production. - -### Epic 9 Modules - LiveOps, Telemetry, and Integrity - -- **E9.M1 TelemetryEventSchema** - - Responsibility: Canonical event taxonomy covering session, progression, economy, combat, and PvP events. - - Key contracts: `TelemetryEvent`, `EventSchemaVersion`, `ClientEventEnvelope`. - - Dependencies: None. - - Stage target: Prototype. -- **E9.M2 KpiDashboardsAndAlerting** - - Responsibility: KPI aggregation, dashboard surfaces, trend alerts, and milestone gate signals. - - Key contracts: `KpiDefinition`, `AlertThreshold`, `MilestoneGateSignal`. - - Dependencies: E9.M1. - - Stage target: Pre-production. -- **E9.M3 LiveBalanceControlPlane** - - Responsibility: Runtime-safe tuning of combat, progression, and economy parameters. - - Key contracts: `BalancePatch`, `ConfigVersion`, `RolloutState`. - - Dependencies: E9.M2, E5.M1, E2.M4, E3.M5. - - Stage target: Production. -- **E9.M4 IntegrityAndAbuseResponse** - - Responsibility: Bot/exploit detection signals, incident triage, and response workflows. - - Key contracts: `IntegritySignal`, `IncidentTicket`, `EnforcementAction`. - - Dependencies: E9.M1. - - Stage target: Pre-production. - -## Module Dependency Flow (Level 2) - -```mermaid -flowchart TD - E1M1[InputAndMovementRuntime] --> E1M2[IsometricCameraController] - E1M1 --> E1M3[InteractionAndTargetingLayer] - E1M3 --> E5M1[CombatRulesEngine] - E1M3 --> E1M4[AbilityInputScaffold] - E5M1 --> E1M4 - E2M1[SkillDefinitionRegistry] --> E2M2[XpAwardAndLevelEngine] - E2M2 --> E3M1[ResourceNodeAndGatherLoop] - E3M1 --> E3M2[RefinementAndRecipeExecution] - E3M3[ItemizationAndInventorySchema] --> E3M2 - E4M1[ZoneGraphAndTravelRules] --> E4M4[SecurityTierZoneFlags] - E4M4 --> E6M1[PvPEligibilityAndFlagState] - E6M1 --> E6M2[ConsentAndRiskUxSignals] - E5M1 --> E5M2[NpcAiAndBehaviorProfiles] - E5M2 --> E5M3[EncounterAndRewardTables] - E7M1[QuestStateMachine] --> E7M2[RewardAndUnlockRouter] - E5M1 --> E7M1 - E3M2 --> E7M1 - E3M2 --> E6M4[RewardParityEnforcer] - E5M3 --> E6M4 - E9M1[TelemetryEventSchema] --> E9M2[KpiDashboardsAndAlerting] - E9M1 --> E9M4[IntegrityAndAbuseResponse] - E2M4[ProgressionPacingControls] --> E9M3[LiveBalanceControlPlane] - E3M5[EconomyBalancePolicy] --> E9M3 - E5M1 --> E9M3 -``` - -### Critical Path Modules by Phase - -- **Prototype critical path:** E1.M1, E1.M2, E1.M3, E2.M1, E2.M2, E3.M1, E3.M2, E3.M3, E4.M1, E4.M4, E5.M1, E1.M4, E5.M2, E5.M3, E6.M1, E6.M2, E6.M4, E7.M1, E7.M2, E9.M1. -- **Pre-production critical path additions:** E2.M3, E2.M4, E3.M4, E3.M5, E4.M2, E4.M3, E5.M4, E6.M3, E7.M3, E7.M4, E8.M1, E8.M3, E8.M4, E9.M2, E9.M4. - -## Solo-Dev Build Order (First Executable Roadmap Cut) - -1. **Foundation runtime:** E1.M1 -> E1.M2 -> E1.M3 to guarantee movement, camera lock, and interactions. -2. **Progression scaffold:** E2.M1 -> E2.M2 for visible XP progression in first session. -3. **Inventory and crafting core:** E3.M3 -> E3.M1 -> E3.M2 to enable gather -> craft loop. -4. **Combat baseline:** E5.M1 -> E5.M2 -> E5.M3 with starter encounters and reward hooks; add **E1.M4** after E5.M1 so hotbar and `AbilityCastRequest` wiring matches prototype combat MVP. -5. **Quest integration:** E7.M1 -> E7.M2 to chain gather/craft/combat into guided progression. -6. **Zone policy and optional PvP:** E4.M1 -> E4.M4 -> E6.M1 -> E6.M2 -> E6.M4 for clear opt-in PvP parity. -7. **Telemetry minimum:** E9.M1 events wired into prototype pass/fail gates. -8. **Pre-production hardening wave:** Add E2.M3/E2.M4, E3.M4/E3.M5, E4.M2/E4.M3, E8.M1/E8.M3/E8.M4, E9.M2/E9.M4 before large content expansion. - -## Epic Dependency Flow - -```mermaid -flowchart TD - E1[CorePlayerRuntime] --> E2[ClasslessProgression] - E1 --> E5[PvECombatEncounters] - E4[WorldTopologyZones] --> E5 - E4 --> E6[PvPSecurityZones] - E2 --> E3[CraftingEconomy] - E3 --> E7[QuestFactionReputation] - E5 --> E7 - E7 --> E8[SocialGuildCorp] - E2 --> E9[LiveOpsTelemetryIntegrity] - E3 --> E9 - E5 --> E9 - E6 --> E9 - E8 --> E9 -``` - -## Business and Sustainability Frame - -- **Monetization guardrails:** Avoid pay-to-win; prioritize cosmetics, convenience with constraints, optional subscriptions/battle pass patterns as appropriate. -- **Content economics:** Ensure live team can produce sustainable updates without unsustainable bespoke content burden. -- **Community strategy:** Transparent communication cadence, test realms, creator/community partnerships. - -## Success Metrics (Top-Level) - -- **Retention:** D1/D7/D30, returning weekly users, average session depth. -- **Progression health:** Skill distribution, completion rates, midgame drop-off points. -- **Economy health:** Inflation/deflation, item velocity, crafting participation, market concentration risk. -- **Social health:** Guild participation, group activity rates, toxicity/report trends. -- **Operational health:** Server stability, incident frequency, exploit response time. -- **PvP policy health:** PvP participation rate, opt-in churn impact, kill/death concentration, and parity satisfaction across PvE/PvP reward paths. - -## KPI and Telemetry Framework (Todo 5 Output) - -### Measurement Principles (Solo-Friendly) - -- **Decision-driven instrumentation:** Track only metrics that change roadmap decisions. -- **Tiered telemetry depth:** Start with lightweight event coverage and expand only where blind spots block progress. -- **Automate collection first:** Prefer dashboards/reports generated from stable event schemas over manual analysis. -- **One owner model:** All KPI definitions, thresholds, and review cadence are maintained by the solo developer. - -### KPI Categories and Core Signals - -#### 1) Player Retention and Engagement - -- **Core KPIs:** D1/D7/D30 retention, weekly active users, average session duration, sessions per active user. -- **Early warning signals:** Rising first-session abandonment, declining return rate after first craft or first quest chain. - -#### 2) Progression and Onboarding Health - -- **Core KPIs:** Time-to-first-level-up, time-to-first-craft, first-hour quest completion rate, skill progression distribution. -- **Early warning signals:** Concentrated drop-off before first meaningful unlock, one skill line dominating due to imbalance. - -#### 3) Crafting and Economy Health - -- **Core KPIs:** Gather-to-craft conversion rate, crafted item usage rate, item sink velocity, median material price trend. -- **Early warning signals:** Persistent oversupply without sinks, crafting bypassed by drops/vendors, inflation spikes. - -#### 4) Combat and Content Health - -- **Core KPIs:** Encounter completion rates by tier, death/failure rates, average combat duration, repeat participation rate. -- **Early warning signals:** Frequent wipe/frustration clusters, trivialized encounters, low replay of intended repeatable loops. - -#### 5) PvP Policy and Parity Health - -- **Core KPIs:** PvP participation opt-in rate, non-PvP progression completion rate, reward parity sentiment, zone exit-after-death behavior. -- **Early warning signals:** PvE players feeling forced into PvP, abnormal churn among players who enter low-security zones once. - -#### 6) Technical and Operational Health - -- **Core KPIs:** Crash-free session rate, server uptime, p95 latency, disconnect frequency, severe bug incidence. -- **Early warning signals:** Regressions after releases, latency hotspots tied to specific zones/features, repeated rollback needs. - -### Event Instrumentation Baseline - -- **Session lifecycle events:** Login, logout, session start/end, reconnect, crash marker. -- **Progression events:** Skill XP gain, level-up, unlock acquisition, quest start/step complete/quest complete. -- **Economy events:** Resource gathered, item crafted, item consumed/destroyed, trade/listing/purchase. -- **Combat events:** Encounter start/end, ability used, player death, enemy defeat, boss completion. -- **PvP events:** Zone enter/exit by security level, PvP flag state, PvP defeat, PvP reward claimed. -- **System health events:** Error class counts, server tick/perf counters, network latency buckets. - -### Phase-Based KPI Maturity - -- **Prototype phase:** Focus on onboarding funnel, core loop completion, readability, and optional PvP validation. -- **Pre-production phase:** Add economy stability, content throughput metrics, and performance/latency trend tracking. -- **Production phase:** Full KPI suite with release-over-release regression checks and automated anomaly alerts. -- **Live operations phase:** Cohort tracking, long-horizon progression health, monetization guardrail checks, and seasonal event impact. - -### Review Cadence and Decision Gates - -- **Weekly review:** Check core KPI dashboard and identify one to three highest-impact interventions. -- **Monthly gate:** Validate whether KPI trends justify continuing current roadmap priorities. -- **Milestone gate rule:** No phase advancement if two or more red-status KPIs remain unresolved. - -### KPI Status Threshold Model - -- **Green:** Metric within target band for at least two consecutive review cycles. -- **Yellow:** Metric drifting from target; requires hypothesis and owner-assigned corrective action. -- **Red:** Metric outside acceptable bounds; triggers scope freeze on non-critical features until addressed. - -### Minimal Dashboard Set (Solo Operator) - -- **Dashboard A - New Player Funnel:** Session start -> first quest -> first craft -> first level-up -> return session. -- **Dashboard B - Core Loop Health:** Gather/craft/combat loop completion rates and average loop duration. -- **Dashboard C - Economy Pulse:** Resource inflow/outflow, crafted item velocity, sink effectiveness. -- **Dashboard D - Stability and Performance:** Crash rates, latency percentiles, disconnects, severe defect counts. -- **Dashboard E - PvP Optionality and Parity:** Zone participation, opt-out churn, and parity pathway completion. - -## Program Risks and Mitigations - -- **Scope overload:** Use staged gates and strict definition-of-done for each phase. -- **Solo bandwidth saturation:** Cap concurrent initiatives, prioritize automation, and aggressively cut non-core feature requests. -- **Content bottlenecks:** Invest early in data-driven pipelines and reusable encounter templates. -- **Economy collapse:** Simulate and monitor continuously; maintain tunable sinks/faucets. -- **Technical debt in networking/backends:** Build observability and load-testing into milestones. -- **Identity drift (too derivative):** Enforce cyberpunk differentiators in art, narrative, systems, and social structures. -- **PvP griefing harms PvE-first vision:** Enforce security zones, consent clarity, and progression parity policies with telemetry audits. - -## High-Level System Map - -```mermaid -flowchart TD - Vision[ProductVision] --> Pillars[ExperiencePillars] - Pillars --> Systems[CoreSystems] - Systems --> Progression[ClasslessSkillProgression] - Systems --> Crafting[CraftingAndEconomy] - Systems --> Questing[QuestAndFactionContent] - Systems --> Combat[CombatAndEncounters] - Systems --> Social[SocialAndGuildSystems] - Systems --> Tech[BackendAndLiveOps] - Tech --> Launch[LaunchAndOperations] - Launch --> Growth[PostLaunchGrowth] -``` - - - -## Document Finalization Status - -- **Status:** Finalized baseline vision document (v1). -- **Purpose:** This file is now the canonical 50,000-foot reference for product intent, architecture, and phase gates. -- **Change policy:** Keep this file stable; place detailed decomposition work in dedicated files under `docs/decomposition`. - -## Decomposition Workspace (Next Artifacts) - -- **Index:** `docs/decomposition/README.md` -- **Epic files:** `docs/decomposition/epics/` (one file per epic) -- **Module mapping files:** `docs/decomposition/modules/` (cross-epic module contracts and dependency references) -- **Milestone files:** `docs/decomposition/milestones/` (phase-gated implementation tracks) - -## Immediate Next Step (Execution) - -1. Create one decomposition file per epic in `docs/decomposition/epics/`. -2. Expand each epic into backlog-ready slices (system, content, tooling, telemetry, acceptance). -3. Capture cross-epic dependencies in `docs/decomposition/modules/module_dependency_register.md`. -4. Convert phase gates into actionable milestone checklists in `docs/decomposition/milestones/`. - diff --git a/docs/decomposition/epics/epic_01_core_player_runtime.md b/docs/decomposition/epics/epic_01_core_player_runtime.md index e4e3877..a77e67e 100644 --- a/docs/decomposition/epics/epic_01_core_player_runtime.md +++ b/docs/decomposition/epics/epic_01_core_player_runtime.md @@ -2,7 +2,7 @@ ## Source Anchors -- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 1 +- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 1 - Related modules: E1.M1, E1.M2, E1.M3, E1.M4 ## Ownership and success (Level 1) diff --git a/docs/decomposition/epics/epic_02_classless_progression.md b/docs/decomposition/epics/epic_02_classless_progression.md index 36442d3..372a71b 100644 --- a/docs/decomposition/epics/epic_02_classless_progression.md +++ b/docs/decomposition/epics/epic_02_classless_progression.md @@ -2,7 +2,7 @@ ## Source Anchors -- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 2 +- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 2 - Related modules: E2.M1, E2.M2, E2.M3, E2.M4 ## Ownership and success (Level 1) diff --git a/docs/decomposition/epics/epic_03_crafting_economy.md b/docs/decomposition/epics/epic_03_crafting_economy.md index 4c68350..2fc18c3 100644 --- a/docs/decomposition/epics/epic_03_crafting_economy.md +++ b/docs/decomposition/epics/epic_03_crafting_economy.md @@ -2,7 +2,7 @@ ## Source Anchors -- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 3 +- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 3 - Related modules: E3.M1, E3.M2, E3.M3, E3.M4, E3.M5 ## Ownership and success (Level 1) diff --git a/docs/decomposition/epics/epic_04_world_topology.md b/docs/decomposition/epics/epic_04_world_topology.md index 356f137..f72db9d 100644 --- a/docs/decomposition/epics/epic_04_world_topology.md +++ b/docs/decomposition/epics/epic_04_world_topology.md @@ -2,7 +2,7 @@ ## Source Anchors -- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 4 +- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 4 - Related modules: E4.M1, E4.M2, E4.M3, E4.M4 ## Ownership and success (Level 1) diff --git a/docs/decomposition/epics/epic_05_pve_combat.md b/docs/decomposition/epics/epic_05_pve_combat.md index 93e288e..26962a8 100644 --- a/docs/decomposition/epics/epic_05_pve_combat.md +++ b/docs/decomposition/epics/epic_05_pve_combat.md @@ -2,7 +2,7 @@ ## Source Anchors -- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 5 +- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 5 - Related modules: E5.M1, E5.M2, E5.M3, E5.M4 ## Ownership and success (Level 1) diff --git a/docs/decomposition/epics/epic_06_pvp_security.md b/docs/decomposition/epics/epic_06_pvp_security.md index 5d6ce5a..928a110 100644 --- a/docs/decomposition/epics/epic_06_pvp_security.md +++ b/docs/decomposition/epics/epic_06_pvp_security.md @@ -2,7 +2,7 @@ ## Source Anchors -- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 6 +- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 6 - Related modules: E6.M1, E6.M2, E6.M3, E6.M4 ## Ownership and success (Level 1) diff --git a/docs/decomposition/epics/epic_07_quest_faction.md b/docs/decomposition/epics/epic_07_quest_faction.md index aa0b6b2..9791736 100644 --- a/docs/decomposition/epics/epic_07_quest_faction.md +++ b/docs/decomposition/epics/epic_07_quest_faction.md @@ -2,7 +2,7 @@ ## Source Anchors -- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 7 +- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 7 - Related modules: E7.M1, E7.M2, E7.M3, E7.M4 ## Ownership and success (Level 1) diff --git a/docs/decomposition/epics/epic_08_social_guild.md b/docs/decomposition/epics/epic_08_social_guild.md index 2796408..16d8bf9 100644 --- a/docs/decomposition/epics/epic_08_social_guild.md +++ b/docs/decomposition/epics/epic_08_social_guild.md @@ -2,7 +2,7 @@ ## Source Anchors -- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 8 +- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 8 - Related modules: E8.M1, E8.M2, E8.M3, E8.M4 ## Ownership and success (Level 1) diff --git a/docs/decomposition/epics/epic_09_liveops_integrity.md b/docs/decomposition/epics/epic_09_liveops_integrity.md index 82d9786..c4a450c 100644 --- a/docs/decomposition/epics/epic_09_liveops_integrity.md +++ b/docs/decomposition/epics/epic_09_liveops_integrity.md @@ -2,7 +2,7 @@ ## Source Anchors -- Master epic reference: [`cyberpunk_mmo_vision_86a57ef3.plan.md`](../../../cyberpunk_mmo_vision_86a57ef3.plan.md) — Core Epic Map, System Modules Epic 9 +- Master epic reference: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Core Epic Map, System Modules Epic 9 - Related modules: E9.M1, E9.M2, E9.M3, E9.M4 ## Ownership and success (Level 1) diff --git a/server/NeonSprawl.Server/Properties/launchSettings.json b/server/NeonSprawl.Server/Properties/launchSettings.json new file mode 100644 index 0000000..0d1b63a --- /dev/null +++ b/server/NeonSprawl.Server/Properties/launchSettings.json @@ -0,0 +1,29 @@ +{ + "$schema": "http://json.schemastore.org/launchsettings.json", + "iisSettings": { + "windowsAuthentication": false, + "anonymousAuthentication": true, + "iisExpress": { + "applicationUrl": "http://localhost:45900", + "sslPort": 0 + } + }, + "profiles": { + "http": { + "commandName": "Project", + "dotnetRunMessages": true, + "launchBrowser": true, + "applicationUrl": "http://localhost:5253", + "environmentVariables": { + "ASPNETCORE_ENVIRONMENT": "Development" + } + }, + "IIS Express": { + "commandName": "IISExpress", + "launchBrowser": true, + "environmentVariables": { + "ASPNETCORE_ENVIRONMENT": "Development" + } + } + } +} diff --git a/server/NeonSprawl.Server/appsettings.Development.json b/server/NeonSprawl.Server/appsettings.Development.json new file mode 100644 index 0000000..0c208ae --- /dev/null +++ b/server/NeonSprawl.Server/appsettings.Development.json @@ -0,0 +1,8 @@ +{ + "Logging": { + "LogLevel": { + "Default": "Information", + "Microsoft.AspNetCore": "Warning" + } + } +} diff --git a/server/NeonSprawl.Server/appsettings.json b/server/NeonSprawl.Server/appsettings.json new file mode 100644 index 0000000..10f68b8 --- /dev/null +++ b/server/NeonSprawl.Server/appsettings.json @@ -0,0 +1,9 @@ +{ + "Logging": { + "LogLevel": { + "Default": "Information", + "Microsoft.AspNetCore": "Warning" + } + }, + "AllowedHosts": "*" +}